feat: Initial commit
This commit is contained in:
303
Assets/Plugins/Poly2Tri/Triangulation/Sets/PointSet.cs
Normal file
303
Assets/Plugins/Poly2Tri/Triangulation/Sets/PointSet.cs
Normal file
@@ -0,0 +1,303 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
|
||||
namespace Poly2Tri
|
||||
{
|
||||
public class PointSet : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint>
|
||||
{
|
||||
protected Dictionary<uint, TriangulationPoint> mPointMap = new Dictionary<uint, TriangulationPoint>();
|
||||
public IList<TriangulationPoint> Points { get { return this; } private set { } }
|
||||
public IList<DelaunayTriangle> Triangles { get; private set; }
|
||||
|
||||
public string FileName { get; set; }
|
||||
public bool DisplayFlipX { get; set; }
|
||||
public bool DisplayFlipY { get; set; }
|
||||
public float DisplayRotate { get; set; }
|
||||
|
||||
protected double mPrecision = TriangulationPoint.kVertexCodeDefaultPrecision;
|
||||
public double Precision { get { return mPrecision; } set { mPrecision = value; } }
|
||||
|
||||
public double MinX { get { return mBoundingBox.MinX; } }
|
||||
public double MaxX { get { return mBoundingBox.MaxX; } }
|
||||
public double MinY { get { return mBoundingBox.MinY; } }
|
||||
public double MaxY { get { return mBoundingBox.MaxY; } }
|
||||
public Rect2D Bounds { get { return mBoundingBox; } }
|
||||
|
||||
public virtual TriangulationMode TriangulationMode { get { return TriangulationMode.Unconstrained; } }
|
||||
|
||||
public new TriangulationPoint this[int index]
|
||||
{
|
||||
get { return mPoints[index] as TriangulationPoint; }
|
||||
set { mPoints[index] = value; }
|
||||
}
|
||||
|
||||
|
||||
public PointSet(List<TriangulationPoint> bounds)
|
||||
{
|
||||
//Points = new List<TriangulationPoint>();
|
||||
foreach (TriangulationPoint p in bounds)
|
||||
{
|
||||
Add(p, -1, false);
|
||||
|
||||
// Only the initial points are counted toward min/max x/y as they
|
||||
// are considered to be the boundaries of the point-set
|
||||
mBoundingBox.AddPoint(p);
|
||||
}
|
||||
mEpsilon = CalculateEpsilon();
|
||||
mWindingOrder = WindingOrderType.Unknown; // not valid for a point-set
|
||||
}
|
||||
|
||||
|
||||
IEnumerator<TriangulationPoint> IEnumerable<TriangulationPoint>.GetEnumerator()
|
||||
{
|
||||
return new TriangulationPointEnumerator(mPoints);
|
||||
}
|
||||
|
||||
|
||||
public int IndexOf(TriangulationPoint p)
|
||||
{
|
||||
return mPoints.IndexOf(p);
|
||||
}
|
||||
|
||||
|
||||
public override void Add(Point2D p)
|
||||
{
|
||||
Add(p as TriangulationPoint, -1, false);
|
||||
}
|
||||
|
||||
public virtual void Add(TriangulationPoint p)
|
||||
{
|
||||
Add(p, -1, false);
|
||||
}
|
||||
|
||||
|
||||
protected override void Add(Point2D p, int idx, bool constrainToBounds)
|
||||
{
|
||||
Add(p as TriangulationPoint, idx, constrainToBounds);
|
||||
}
|
||||
|
||||
|
||||
protected bool Add(TriangulationPoint p, int idx, bool constrainToBounds)
|
||||
{
|
||||
if (p == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (constrainToBounds)
|
||||
{
|
||||
ConstrainPointToBounds(p);
|
||||
}
|
||||
|
||||
// if we already have an instance of the point, then don't bother inserting it again as duplicate points
|
||||
// will actually cause some real problems later on. Still return true though to indicate that the point
|
||||
// is successfully "added"
|
||||
if (mPointMap.ContainsKey(p.VertexCode))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
mPointMap.Add(p.VertexCode, p);
|
||||
|
||||
if (idx < 0)
|
||||
{
|
||||
mPoints.Add(p);
|
||||
}
|
||||
else
|
||||
{
|
||||
mPoints.Insert(idx, p);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public override void AddRange(IEnumerator<Point2D> iter, WindingOrderType windingOrder)
|
||||
{
|
||||
if (iter == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
iter.Reset();
|
||||
while (iter.MoveNext())
|
||||
{
|
||||
Add(iter.Current);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public virtual bool AddRange(List<TriangulationPoint> points)
|
||||
{
|
||||
bool bOK = true;
|
||||
foreach (TriangulationPoint p in points)
|
||||
{
|
||||
bOK = Add(p, -1, false) && bOK;
|
||||
}
|
||||
|
||||
return bOK;
|
||||
}
|
||||
|
||||
|
||||
public bool TryGetPoint(double x, double y, out TriangulationPoint p)
|
||||
{
|
||||
uint vc = TriangulationPoint.CreateVertexCode(x, y, Precision);
|
||||
if (mPointMap.TryGetValue(vc, out p))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//public override void Insert(int idx, Point2D item)
|
||||
//{
|
||||
// Add(item, idx, true);
|
||||
//}
|
||||
|
||||
|
||||
public void Insert(int idx, TriangulationPoint item)
|
||||
{
|
||||
mPoints.Insert(idx, item);
|
||||
}
|
||||
|
||||
|
||||
public override bool Remove(Point2D p)
|
||||
{
|
||||
return mPoints.Remove(p);
|
||||
}
|
||||
|
||||
|
||||
public bool Remove(TriangulationPoint p)
|
||||
{
|
||||
return mPoints.Remove(p);
|
||||
}
|
||||
|
||||
|
||||
public override void RemoveAt(int idx)
|
||||
{
|
||||
if (idx < 0 || idx >= Count)
|
||||
{
|
||||
return;
|
||||
}
|
||||
mPoints.RemoveAt(idx);
|
||||
}
|
||||
|
||||
|
||||
public bool Contains(TriangulationPoint p)
|
||||
{
|
||||
return mPoints.Contains(p);
|
||||
}
|
||||
|
||||
|
||||
public void CopyTo(TriangulationPoint[] array, int arrayIndex)
|
||||
{
|
||||
int numElementsToCopy = Math.Min(Count, array.Length - arrayIndex);
|
||||
for (int i = 0; i < numElementsToCopy; ++i)
|
||||
{
|
||||
array[arrayIndex + i] = mPoints[i] as TriangulationPoint;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// returns true if the point is changed, false if the point is unchanged
|
||||
protected bool ConstrainPointToBounds(Point2D p)
|
||||
{
|
||||
double oldX = p.X;
|
||||
double oldY = p.Y;
|
||||
p.X = Math.Max(MinX, p.X);
|
||||
p.X = Math.Min(MaxX, p.X);
|
||||
p.Y = Math.Max(MinY, p.Y);
|
||||
p.Y = Math.Min(MaxY, p.Y);
|
||||
|
||||
return (p.X != oldX) || (p.Y != oldY);
|
||||
}
|
||||
|
||||
|
||||
protected bool ConstrainPointToBounds(TriangulationPoint p)
|
||||
{
|
||||
double oldX = p.X;
|
||||
double oldY = p.Y;
|
||||
p.X = Math.Max(MinX, p.X);
|
||||
p.X = Math.Min(MaxX, p.X);
|
||||
p.Y = Math.Max(MinY, p.Y);
|
||||
p.Y = Math.Min(MaxY, p.Y);
|
||||
|
||||
return (p.X != oldX) || (p.Y != oldY);
|
||||
}
|
||||
|
||||
|
||||
public virtual void AddTriangle(DelaunayTriangle t)
|
||||
{
|
||||
Triangles.Add(t);
|
||||
}
|
||||
|
||||
|
||||
public void AddTriangles(IEnumerable<DelaunayTriangle> list)
|
||||
{
|
||||
foreach (var tri in list)
|
||||
{
|
||||
AddTriangle(tri);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void ClearTriangles()
|
||||
{
|
||||
Triangles.Clear();
|
||||
}
|
||||
|
||||
|
||||
public virtual bool Initialize()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public virtual void Prepare(TriangulationContext tcx)
|
||||
{
|
||||
if (Triangles == null)
|
||||
{
|
||||
Triangles = new List<DelaunayTriangle>(Points.Count);
|
||||
}
|
||||
else
|
||||
{
|
||||
Triangles.Clear();
|
||||
}
|
||||
tcx.Points.AddRange(Points);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user